Files
ttrpg-site/pages/13th-age/index.md

4.1 KiB

Footer
Footer
<a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>

13th Age

This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical bits, and whatever else I end up dropping here for the 13th Age Second Edition games played by me (bss) and my players, and made available for others to use.

Character Creation

For general aids in creating characters follow the Creating Characters chapter starting on page 23 of the Heroes' Handbook and see this section for further notes. Campaigns may have more specific instructions (inclusive or exclusive of content), but generally speaking, my games allow all published classes, kin, class options, items, and so on presented in or mentioned in the core books of 13th Age Second Edition and 13 True Ways, including stuff in Appendix A. A good list to use is:

  • 13th Age Second Edition: Heroes' Handbook
  • 13 True Ways
  • 13th Age Glorantha
  • Shards of the Broken Sky
  • 13th Age Bestiary
  • Book of Ages
  • Shades of Fey

Additional content (from other supplements, homebrew stuff on the web, your own homebrew stuff, etc.) should be presented to me, and it'll likely be approved.

This usually doesn't matter for character creation, but I'll pull from all of Pelgrane Press's publications for monsters, items, artifacts, and so on. All of this "primary content" is pretty much assumed to be good.

Classes, Kin, and Ability Scores

Nothing of note here, really; official classes are automatically allowed, other homebrew might be; classes are the most complicated, so they will be the most work to review. But, in the end, just ask --- and also do so if you want general advice, or if the book says you should talk to your GM first. Ditto for kin, but it's easier to homebrew (and review) a kin idea than a class idea.

For ability scores, the standard arrays (HH: 24) are great, but I'm good with the options in Appendix A (HH: 316) as well; "roll four" seems especially fun if what you want is a mix of competency and chaos.

One Unique Things

There's a lot of good advice in the Unique Heroes (HH: 201) chapter, follow it to come up with a unique that you can really work with throughout the game. I do not mind if you choose to play for a bit before landing on a unique. I'd rather have something you're jazzed about than something you came up with just to have the box filled in before the first session.

Icons

The campaign page you are coming from will describe the icons and if they differ from those in the core book at all.

Everything Else

Follow the book and ask questions, basically!

House Rules and Content

I don't consider myself much of a game designer, but nonetheless I have added some house rules and items and so on to the game. I will try to catalog them here, just in the event I reuse them or they are useful to someone else.

Campaigns

The following campaigns organized on this site are being run in 13th Age. Refer to them to learn more about their stories, though the information here may lag reality, at the speed of getting session notes written up and reflected on the site.

Legacy Stuff

Characters

Characters I've made for other campaigns:

Former Campaigns

The following campaigns are shelved at the moment, but may return in some form:

Currently-lost campaigns, before I started organizing things here, that nevertheless influenced it, or at least me:

  • Sins of the Past, a time- and dimension-spanning Shadowrun-y 13th Age game that eventually became traditional fantasy anyway
  • Shards of Jade II, an especially off the rails adventurer mischief sandbox

House Rules

These were fine... for 1e.